Another attempt to salvage the enhanced skeleton avatar/gooey furry idea: Veela the Otter http://www.imvu.com/shop/product.php?products_id=39727000 http://www.imvu.com/shop/product.php?products_id=39736918 Available in short and tall (120%) variants. I improved the body and head shape, optimisation ...

@IshikaruTanaka in theory, this will be "After Playing : Pick New Ensemble" in Action header, with "# of ensembles played" set either to 0 (infinite repetition) or to more than 1. But in practice, better not to hook up anything other than static animations to "blink" trigger. It will reset itself to...

The default head contains all the required morphs, including one side specific expressions, such as mouth.GrinLeft.Exclusive Deliverance animator must've omitted them for simplicity's sake. You can open your *.xpf file in the notepad and manually change the names of individual animation tracks (like...

(Note: if you are unfamiliar with scalers, better read old topics on scalers like this one: http://www.imvu.com/catalog/modules.php?op=modload&name=phpbb2&file=viewtopic.php&p=10519256 before they got deleted. Plus, more generalised info about how Scalers and Debug panel editing work: http://www.pix...

Some pointers about the "skewing" effect: first, tall avatars (animation based) actually display sort of skewing since IMVU *.XAF format doesnt really support scaling information. All the animations can do is to change the relative positions of the joints, so the joint areas of the mesh is getting p...

Some halloween products from me: pumpkin bombs! For less innocent type of tricks. Contain throw triggers and pose overrider for right arm. Base (fire) version is derivable http://www.imvu.com/shop/product.php?products_id=39260748&main_action=publish ,also available as gas, smoke and confetti version...

@gaf210 thank you, what about the exporter I use, Blender had its own Cal3d version for years. Personally I have been meshing with Blender since 2015. So hyping up FBX importer as the only option for Blender was a bit of disinformation from the staff. There is only a single thing (custom surface nor...

@TwiddyBird thanks, good to know, I may consider making more in this style in the future. Recently I made a naga tail for female which includes thigh and pelvis layer for kinkier derives ;) And I also updated my mermaid tail mesh to use similar idea. Naga: variant with pose override to keep it in ba...

Hello. I needed an alternate thread to market my products (Started doing it it on IMVU "forums" but they arent available 6 days per week). I'll start with 3 new derivable wing meshes: http://www.imvu.com/shop/product.php?products_id=39236469 http://www.imvu.com/shop/product.php?products_id=39236384 ...

Well, I apologise again for "fake news", needs more testing, maybe this other info will be more help. By using Debug tabs, mesh indices can be "hacked" to go well beyond default 99. I'm speaking hundreds of thousands. Negative numbers work too: https://gyazo.com/9e260c564235e137b38936e776a25b4a More...

Double checking it right now. May be the wrong syntax on my end. Looks like I am conflating the results of several of my tests. At one point I bet that I've achieved that, but later got it wrong, since the scalers in my project were subtle. Sorry for wasting your time. I'll need more tests before de...

// It turned out that single mesh id can contain an array of Scalers, reducing the need for mesh slots in combo scalers to only one. To do it, after ModelModifier key in scaler code, add several ModelMeshScaleRec keys, each numbered like ModelMeshScaleRec,ModelMeshScaleRec01,ModelMeshScaleRec02; the...

Update from 14.02.14 The accessory positioning helper file (choose the armature corresponding to your IMVU attachment point and use it as a root for your accessory skeleton):http://www.mediafire.com/download/lp9dvf99c5a1gf2/accessory_helper_final_1.01.blend Update from 16.02.2014 : Made an early ve...